Thats actually very easy to determine.
On this im going to use something called Effective Health, which basicly calculates health based on damage.
Say on a 60 damage attack you take 60 damage, then you lose 60 hp.
Now if that 60 damage attack only takes 40 damage, then you lose 40 hp.
This can be formed into saying that on 120hp taking the full damage (60hp) you'll have 120hp, but on 120hp taking the lowered damage (40hp) it will have the same effect as having 180 health on the full damage (60hp).
So, the increased armor gives you an effective health of 180 which allows comparing to a full hp setup.
First, lets examine the hp ammounts.
Lvl 20 character - 480hp.
Full health insignia/sup vigor - 90hp
weapon/shield or weapon/icon - 60hp
Total hp on general pvp char - 630hp
Armor is easy, 60AL on casters means taking 100% damage.
So, on 60 AL you need to take 630/100%*100 or 630 EH
If you use armor insignia's:
Lvl 20 character - 480hp.
Full sup vigor - 50hp
weapon/shield or weapon/icon - 60hp
Total hp on general pvp char - 590hp
Base armor - 60 AL
Armor insignia - 10 AL
So 70AL armor, meaning 84% damage taken.
So on 70AL, you need to take 590/84*100 or 700 EH.
However, most start of using a shield for AL and energy hiding;
HP setup;
Health remains same (630hp)
60+16 = 76 AL (76% damage taken)
630/76*100 = 829 EH
Armor setup:
Health remains same (590 hp)
70+16= 86 AL (64% damage taken)
590/64*100 = 921 EH
Like this you can try out just about any combination you like. Just determine your armor and health, then use
Armor Rating (click!) to determine the percentage damage taken.
For example on 70 AL (or +10 in your case) it reads 0.8409 or 84.09% dame taken compared to normal.
NOTES TO REMEMBER!!
- Do note that armor only applies to regular attacks.. no degen or lifestealing or the like which is very commonly used in pvp.
- Also note that armor doesnt change on DP while health does, meaning your EH goes down faster per death making it easier to kill you again on an armor setup compared to full health.
- Also note most mobs determine their target based on hp, whichever has the lowest hp gets attacked first unless they are 'convinced' otherwise due to bodyblocking or kiting.
Generally its these last notes that made most people go full hp setting, and switch their weapon/shield/offhand to the required +AL for the fight or just go +hp against armor ignoring attacks.
Thats why the more dedicated pvp-ers got certain setups such as f.ex. 16 AL shield +10 vs lightning and a weapon with +7 vs elemental to switch to when facing RTL ele's. And then the same on +10vs fire/water/earth/slashing/piercing/... as well as +5 al vs all and +7 vs physical and the regular +30hp on weapon/shield.
Allows the greatest protection against damage while keeping the best setup for armor ignoring damage as well as pve play.